x86 Posted February 14, 2009 Share Posted February 14, 2009 (edited) Hi, This script only works with MTA 1.0 r318. It's serverside AND clientside!! Use: /wl [level] (0 = normal) ServerSide: local root = getRootElement() local WaterLevel = 0 addEventHandler("onResourceStart", getResourceRootElement(getThisResource()), -- Resource load event function() setWorldWaterLevel(0, root) end ) addEventHandler("onPlayerJoin", root, -- Join event function() setWorldWaterLevel(WaterLevel, source) end ) function setWorldWaterLevel(level, element) if tonumber(level) < 1 then WaterLevel = 0 triggerClientEvent("setWorldWaterLevel", element, level, -900) else WaterLevel = level triggerClientEvent("setWorldWaterLevel", element, level, level) end end addCommandHandler("wl", function(playerid, command, param) if param ~= nil then setWorldWaterLevel(param, root) end end ) ClientSide: local waterSetting addEventHandler("onClientResourceStart", getResourceRootElement(getThisResource()), function() waterFlood() end ) function waterFlood() local height = -900 local SizeVal = 2998 local southWest_X = -SizeVal local southWest_Y = -SizeVal local southEast_X = SizeVal local southEast_Y = -SizeVal local northWest_X = -SizeVal local northWest_Y = SizeVal local northEast_X = SizeVal local northEast_Y = SizeVal waterSetting = createWater(southWest_X, southWest_Y, height, southEast_X, southEast_Y, height, northWest_X, northWest_Y, height, northEast_X, northEast_Y, height, false) end addEvent("setWorldWaterLevel", true) addEventHandler("setWorldWaterLevel", getRootElement(), function(world, custom) setWaterLevel(tonumber(world)) setWaterLevel(waterSetting, custom) end ) No problemo Edited February 14, 2009 by Guest Link to comment
Gamesnert Posted February 14, 2009 Share Posted February 14, 2009 function waterFlood is just sitting there doing nothing? Also, I get a warning if I set the waterlevel: WARNING: water_c.lua: Bad Argument @ 'setWaterLevel' - Line: 112 In the provided client-side script, it's line 21. And it doesn't create any new water... Too bad, because it's not really a flood like this... Still a nice idea though. Link to comment
x86 Posted February 14, 2009 Author Share Posted February 14, 2009 function waterFlood is just sitting there doing nothing? WARNING: water_c.lua: Bad Argument @ 'setWaterLevel' - Line: 112 addEventHandler("onClientResourceStart", getResourceRootElement(getThisResource()), function() waterFlood() end ) Link to comment
arc_ Posted February 14, 2009 Share Posted February 14, 2009 Sebas has just "released" the example code from the createWater wiki page with some serverside additions. For those who don't want to bother installing a nightly build, here's a taste of what you will be able to do in MTASA 1.0: Water can be created, destroyed and repositioned on-the-fly (e.g. slowly rising water), so the functions are perfect for "escape the flood" or similar gamemodes. Link to comment
Vivalavido Posted February 20, 2009 Share Posted February 20, 2009 Sebas has just "released" the example code from the createWater wiki page with some serverside additions.For those who don't want to bother installing a nightly build, here's a taste of what you will be able to do in MTASA 1.0: Water can be created, destroyed and repositioned on-the-fly (e.g. slowly rising water), so the functions are perfect for "escape the flood" or similar gamemodes. Looks like The Day After Tommorow, lol. Link to comment
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